//vertex shader
#version 460
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormals;
layout(location = 2) in vec2 aUv;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

out vec2 uv;
out vec3 normals;
out vec3 position;
void main()
{
	gl_Position = projection * view * model * vec4(aPos, 1.0);
	
	position = vec3(model * vec4(aPos, 1.0));
	uv = aUv;
	normals = normalize(mat3(transpose(inverse(model))) * aNormals);
}

